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Valek

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  1. Hi! Similar issue here. Found a partial fix! My specs: i5-6600 @ 4.5Ghz (OC) RX580 8GB 16GB of RAM Running WIN 10 Pro and the game on SSD. I want to stress out I own the game since beta, playing from time to time to relax. Last week I wanted to jump in and see what's new, after a year's break. But it was literally unplayable due to poor performance ~20FPS. I tried everything that came to my mind, but nothing's really changed. Today I fixed it, well sort of.. I downloaded cracked 1.3.8 version from third party provider and it works flawlessly! So in my case, I can tell this is not game's fault, but actually Steam's. PS. I am not encouraging piracy by any means, but this helped me find the culprit. This may be helpful to someone.
  2. I had my fair share dealing with salvaging fighters, but decided to not even bother. AI ships in general handle salvaging terribly, but what you wrote is just a tip of an iceberg. To me main problem is AI try to housekeep so hard, that it bothers with the tiniest pieces of junk. I only use salvaging when stumble upon big delerict ships. Just quickly converting one of my drones and do work manually targeting only the juciest spots. In the meantime a handful of information about AI fighters. If I remember correctly from 0.12 the sectors occupied by player vessels stay loaded. So you are able to set-up mining operation when you are teaching pirates some manners or just pest control the Xsotans. However it seems that AI fighters doesn't always do their intended work while you're absent. Upon player entering the sector they resume normal operation. It's an inconsistent bug. I only tested it with one carrier equipped with crappiest mining laser I had. Next thing is that carriers can't hyperjump while fighters are launched away. It's not a bug imo and I suppose it's intended feature, however it's quite dangerous. Situation: While your carrier following you ("escort me order"), you're jumping into "dark" sector and stumbling upon overwhelming enemy fleet. Instantly got attacked and forced to retreat. AI responding with launching fighters and commencing attack - so the carrier is basically destroyed. Best strat is of course to scout the sectors first, leaving mining fleet in safeish sectors. Just something to remember. The last thing I noticed is more QoL thingy. The fighter "ram protecton" mechanics and they ability to dock efficiently. The "ram protection" mechanics is simple. Fighters still can be shot down by projectiles or energy beams, but can't be destroyed by ramming. Upon contact with hull of other ships, they just skidding on the surface or teleporting out of the way. Taking this mechanics into concideration I noticed that when dock is in some way recessed in hull, they often have trouble docking. Constantly hitting hull and therefore teleporting all over the place. Sometimes even bugging out in loop until carrier change its bearing. That's all I've got this time. When I'll find someting new worth sharing I'll let you guys know. Peace.
  3. I was wondering about possible application of fleets. I experimented with "weapon" fighters, it went decently. Still imo not worth a hassle, since fighers fells too squishy and somtimes carriers just "run out" of fighters. I didn't want to constantly babysit them and in the end got rid of them altogether. Recently I added a small carrier to my auxiliary (mining) fleet. I hoped that it will provide some slave work (I'm sick of constantly repairing my mining drones damaging themselves in dense asteroid fields) using mining and salvaging fighters. But after a while of testing I failed to make them work. Giving carrier order to mine just turns it in idle state. I'm looking for some input or a workaround. Any ideas or that is simply not possible at current state of AI? Edit: Looks like I found a workaround. I had to equip my carrier with at least one (in my case) mining turret and after giving an order to the ship it launched fighters. However I noticed some weird AI behaviour. Second after fighters left the hangars, they reached maximum speed and started chaseing after one of their own constantly shooting at it. They failed to destroy it but still it looks odd. Sometime later I spotted one fighter chaseing my mining drone doing same thing. Once again I scrached my head. But after refreshing the order to mine stray fighter broke contact with mining drone, joined the pack and resume normal operation. Still this is more efficient (while playing vanilla game) to maintain fighters, because after overwriting order to mine (fe. with escort me) all fighters returning to hangars automatically. I bet this method working with salvaging lasers too. I'll keep testing and documenting my results in this topic. Maybe someone is intrested in launching his own carrier fleet and it might save him some time reading through my findings:)
  4. Did you saw that ? http://www.avorion.net/forum/index.php/topic,2559.0.html
  5. Oculus - Long Range Exploration Vessel As my first submission I present to you Oculus. An eye was inspiration for this particular ship. Glow fins around engines and thrusters was added only for style, to give them more interesting looks. I like my ships shiny! Ship is very fast and maneuverable. Though it has no armor it can take a beating with over 75k shields and 35k hull. Thanks to integrity gens it can survive prolonged fights only with minor damage. Crew quaters can be shrinked or partially replaced to accomodate hangars or cargo bays. Everything on the fly. Only paintjob is boring.. The longer I'm looking at it I'm starting to think that I'm colourblind. If you guys wanna take this baby for a spin, here's XML file: http://s000.tinyupload.com/?file_id=36475739867728426900 It costs 1 491 496 Credits, 9 406 Tr and 122 109 Xa Gust - Civilian Engineering Vessel As my second submission comes Gust. Inspiration for this ship was an actual marine engineering vessel. Most of modules are visible, and can be replaced or rearranged. Armor skirts are mostly added for style, but also protects hull and engines from minor bumps when maneuvering in tight spaces. This craft is fast enough with its main engine. Auxiliary engines can be removed just fine to slim its silhouette. Hologram block can be replaced for anything seems necessary. It's a quite small ship, but it also handles well as a capital. And here's an XML file: http://s000.tinyupload.com/?file_id=00442167853455890592 Building it takes: 570 009 Credits, 3 904 Tr and 43 260 Xa
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